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Get Rid Of All Quirks, Give All Mechs 4 Module Slots.


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#1 Sader325

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Posted 21 September 2015 - 01:06 PM

Make modules not suck, let people design their own mechs.

Also add new types of modules.

Examples but not set in stone:

Brawler Module: 10-20% speed increase. Armor decrease

Sniper Module: 20% range increase, heat gen increase.

Tank Module: Armor % increase, Speed decrease

Etc etc etc. Expand variety of modules then let people customize their own mechs.

Edited by Sader325, 21 September 2015 - 01:08 PM.


#2 LordNothing

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Posted 21 September 2015 - 02:43 PM

good ideas. pretty much make all current weapon quirks into modules. then hand out slots to help even out mechs. mechs that have specific loadout orientations (missile, energy, ballistic) should have slot(s) only for their prime weapons system's modules.

#3 DivineTomatoes

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Posted 21 September 2015 - 02:53 PM

NO.

So any of us that don't use modules mainly though their price would get a big middle finger.

I think Ill give your idea a big middle finger.

#4 Skarlock

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Posted 21 September 2015 - 02:54 PM

View PostSader325, on 21 September 2015 - 01:06 PM, said:

Make modules not suck, let people design their own mechs.

Also add new types of modules.

Examples but not set in stone:

Brawler Module: 10-20% speed increase. Armor decrease

Sniper Module: 20% range increase, heat gen increase.

Tank Module: Armor % increase, Speed decrease

Etc etc etc. Expand variety of modules then let people customize their own mechs.


Honestly, make these modules IS only, but don't give any penalties, or only very moderate penalties for the modules that give more powerful bonuses, like if there is an energy heat redux module or ballistic cooldown module. I play clan mechs. I play IS mechs. Almost all my clan mechs with the exception of the stalker and the thunderwubs vastly outperform my IS mechs. For clan mechs, just let them have the existing modules. Also give IS mechs more module slots.

#5 Clit Beastwood

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Posted 21 September 2015 - 03:02 PM




After you get a little more experienced at the game, you'll look back on this thread and laugh.

Edited by Fierostetz, 21 September 2015 - 03:04 PM.


#6 LordNothing

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Posted 21 September 2015 - 03:09 PM

View PostReaver2145, on 21 September 2015 - 02:53 PM, said:

NO.

So any of us that don't use modules mainly though their price would get a big middle finger.

I think Ill give your idea a big middle finger.


its one of those things that can do with a slight price reduction.

#7 Col Jaime Wolf

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Posted 21 September 2015 - 03:11 PM

how about just get rid of all weapons quirks and balance weapons properly.

modules should not be necessary to make a bad weapon good.

Edited by Mellifluer, 21 September 2015 - 04:04 PM.


#8 Mcgral18

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Posted 21 September 2015 - 03:12 PM

Most mechs already have 4 module slots.


Quirks are intended to help the bad robots, which your idea ignored.


Now the TimberGod can mount just as many modules as the Myth Lynx; missing quirks the Lynx is nerfed, with the same modules, while the TimberGod is buffed in both Nega-Quirks and Module slots.



Poor idea.

#9 Tahribator

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Posted 21 September 2015 - 03:13 PM

So good 'Mechs get even more better while horrible 'Mechs only get marginally better? How is that an improvement?

#10 Otto Cannon

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Posted 21 September 2015 - 03:15 PM

How would that help balance different mechs to the same level? You're ignoring the entire point of quirks.

#11 SkyHammyr

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Posted 21 September 2015 - 03:22 PM

I'd thought about this myself- like make Modules take over for Quirks.
Give underperforming mechs more Module Slots. High performers less Module Slots.

Unfortunately, given the cost of these modules, you'll introduce a Have vs Have Not divide, that many folks wouldn't like so much. It would also further the expenses it takes in getting IS Mechs competitive- Modules in addition to DHS and Endo costs.

#12 MechaBattler

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Posted 21 September 2015 - 03:58 PM

How is that going the help mechs and variants with redundant load outs? Or mechs that have low performance?

One of the big selling points of quirks was giving lower performing mechs a fighting chance and giving redundant mechs a niche. Which they did. But the lopsided state of power between the Clans and IS led to huge weapon quirks. Perhaps Paul thinks they were heading in the wrong direction. But if it wasn't for the power differences, the quirks wouldn't have gotten to where they are.

#13 Kiiyor

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Posted 21 September 2015 - 05:25 PM

The whole reason for quirks is to level the playing field between terrible mechs and amazing mechs. If you give everyone the same number of modules, you'll simply widen the gap.

Now, if you only made specific modules available to specific mechs, that would be a different story entirely.

#14 Nothing Whatsoever

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Posted 21 September 2015 - 06:42 PM

Certain quirks on underdogs make sense, and should be a separate matter to Modules.

As for Modules, they need to provide trade-offs and not simply be buffs.

Edited by Praetor Knight, 21 September 2015 - 06:42 PM.


#15 El Bandito

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Posted 21 September 2015 - 06:48 PM

View PostSader325, on 21 September 2015 - 01:06 PM, said:

Get Rid Of All Quirks, Give All Mechs 4 Module Slots.


Obligatory:
Posted Image

#16 Dino Banino

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Posted 21 September 2015 - 09:47 PM

View PostMellifluer, on 21 September 2015 - 03:11 PM, said:

how about just get rid of all weapons quirks and balance weapons properly.

modules should not be necessary to make a bad weapon good.


What he/she said. ^

I disagree with the whole Module concept. I refuse to use modules on my 'Mechs.

As for quirks, I can't wait until they're gone. Balancing a few components is easy, but once you're dealing with so many types of 'Mechs and so many numbers, quirks will never TRULY balance the game. And besides, Clan 'Mechs are supposed to be stronger than IS. The quirk system needs to go.

#17 627

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Posted 21 September 2015 - 11:13 PM

why not turn modules back to the things they were? Sidegrades and not upgrades?

When weapon modules got introduced, they upped the heat for more range. It was a tradeoff and that was good. Just think about it, you could turn that in many directions only with three modifiers, heat, range and cooldown.

You want more range? Thats some extra heat. You want better cooldown? there goes the range. Less heat? sure, but that'll cost you something...

That's how it should be in the first place. What you suggest with 4 module slots is just powercreep for vet players, items that help stomping newer players even more.

#18 One Medic Army

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Posted 21 September 2015 - 11:21 PM

View PostMellifluer, on 21 September 2015 - 03:11 PM, said:

how about just get rid of all weapons quirks and balance weapons properly.

modules should not be necessary to make a bad weapon good.

But if clan gear wasn't blatantly overpowered many people would outright quit. Or so they keep saying.

Yes, please balance all gear based on crits/weight/heat/range/ammo.

#19 Black Ivan

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Posted 21 September 2015 - 11:54 PM

View PostMellifluer, on 21 September 2015 - 03:11 PM, said:

how about just get rid of all weapons quirks and balance weapons properly.

modules should not be necessary to make a bad weapon good.


Exactly this. Balance out all weapons and equipment and make quirks unnecessary. Everything else does not go to the root of the problem. And for protocol, I don't care for IS vs Clan.

#20 Quaamik

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Posted 22 September 2015 - 06:45 PM

It could work, but only if:

- modules were much more reasonable in price.
- The XP needed to unlock modules improvements were done away with for many of them
- you then balanced the mechs with how many slots each had.
- you gave low performing mechs extra module slots AND THE MODULES right off the bat.

For example a low performing mech, with too few weapons hard points for its size, and poor hard point placement, might get 5 extra module slots. In those, at mech purchase (or as of the patch change if owned) there would be modules installed (maybe a range boost, a faster cool down, a damage improvement, an armor boost and a missile spread reduction - as examples). The player could remove those and swap them for different ones, to try to tune the mech towards what they want to play. A top tier mech, lik say a Timber, would get no additional slots over what it has now.





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